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AlleyKat
Gallente
The Unwanted.
Posted - 2010.12.27 17:08:00 - [931]
 

Originally by: Max Hardcase
Anyway to get Gimp to remove the Alpha properly ( using the DDS plugin for GIMP) from the diffuse textures ? I'm not getting much detail on the diffuse bits.


Layer=>Transparency=>Remove alpha

Which image are you looking at?

Not all diffuse layers work in the same way since CCP started to alter the way the three images blend together. The ships which were released in the new expansion are a good example of this. I think the new scorpion was the first ship to get the newer PGS system...

EVE Texture example

As you can see from this picture, the alpha channel of the old diffuse textures was used for the emissive/lights layer - no more; as the emissive and secular and paint texture mask all come from the paint texture channels now for new ships.

AK

Max Hardcase
The Scope
Posted - 2010.12.28 18:45:00 - [932]
 

I was using one of the old minmatar frigs, so nothing should have changed there.
I removed the alpha from the _d.dds but only got the sails to show up.

Max Hardcase
The Scope
Posted - 2010.12.28 21:00:00 - [933]
 

Edited by: Max Hardcase on 28/12/2010 21:02:31
GIMP really is the most crappy program ever for this channel and layer stuff. I got the main diffuse channel right, I got the alpha and specular layers as seperate .tiffs right now ( I hope ).

Trying to create the damn normal map now...no luck.



THERisingPHOENIX
Caldari
Posted - 2010.12.29 07:04:00 - [934]
 

Edited by: THERisingPHOENIX on 29/12/2010 07:13:29
Edited by: THERisingPHOENIX on 29/12/2010 07:12:41
Hi

Just started using this triexporter but I cant find the ship models atm. Confused

Any help to where they are?

Thnz

Edit: nvm, found it :D. Seems to be two model folders that mislead me.. Cool

Selvin
Gallente
Galactic Fighters Organization
Posted - 2010.12.30 12:15:00 - [935]
 

Edited by: Selvin on 30/12/2010 12:15:29
Originally by: Max Hardcase
Edited by: Max Hardcase on 28/12/2010 21:02:31
GIMP really is the most crappy program ever for this channel and layer stuff. I got the main diffuse channel right, I got the alpha and specular layers as seperate .tiffs right now ( I hope ).

Trying to create the damn normal map now...no luck.



hehe ... becouse you can't ...regular normal map is stored in RGB components
but in ngs file is store only in G and A components
G is R in regular
A is G in regular
and B u have to compute

here is pseudo C# code:

Color orginalColor;
var nx = (double)orginalColor.G / 255.0 - 0.5;
var ny = (double)orginalColor.A / 255.0 - 0.5;
var nz = Math.Sqrt(1.0 - (nx * nx + ny * ny));
var returnColor = Color.FromArgb(orginalColor.G, orginalColor.A, (int)(255.0 * nz));

tada orginal converted to png and result

Max Hardcase
The Scope
Posted - 2010.12.30 18:21:00 - [936]
 


Wild Rho
Amarr
Silent Core
Posted - 2010.12.30 23:30:00 - [937]
 

If you're using blender it's much easier to manipulate the channels in blender itself using nodes rather than trying it through GIMP.

Andares Sol
Posted - 2011.01.01 23:47:00 - [938]
 

Selvin explained how to calculate Z / Blue Channel from the X and Y map,
but you guys are using Blender to do stunning renders since years.
So is Blender calculating z by itself? Can we use Blender to bake the missing Z channel so that we get a "normal" normal map?

(Trying to get my head round the maths of dot3 bumpmapping and per pixel lighting at the moment. ugh)

Bests,
Andares Sol

Wild Rho
Amarr
Silent Core
Posted - 2011.01.11 22:39:00 - [939]
 

Originally by: Andares Sol
Selvin explained how to calculate Z / Blue Channel from the X and Y map,
but you guys are using Blender to do stunning renders since years.
So is Blender calculating z by itself? Can we use Blender to bake the missing Z channel so that we get a "normal" normal map?

(Trying to get my head round the maths of dot3 bumpmapping and per pixel lighting at the moment. ugh)



To be honest I never bothered with the last channel and just made sure the other channels were correct and it doesn't seem to have any great impact on the end results, e.g. here's a render I created in blender a few days ago from one of the projects I'm working on:
Drakes

Lancress
NPC Corporation
Posted - 2011.01.12 12:32:00 - [940]
 

Edited by: Lancress on 12/01/2011 12:36:39
This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)

Are those under few clicks or is some weird converting demmanded?

Wild Rho
Amarr
Silent Core
Posted - 2011.01.12 18:39:00 - [941]
 

Originally by: Lancress
Edited by: Lancress on 12/01/2011 12:36:39
This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)

Are those under few clicks or is some weird converting demmanded?


Looking in the Caldari navy folder there is a mask texture called cnavyomni_p.dds

This is the mask used to apply the cammo pattern, the red files in that same folder have the shader information needed to apply it to the each of the ship textures.

Lancress
NPC Corporation
Posted - 2011.01.13 10:50:00 - [942]
 

Originally by: Wild Rho
Originally by: Lancress
Edited by: Lancress on 12/01/2011 12:36:39
This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)

Are those under few clicks or is some weird converting demmanded?


Looking in the Caldari navy folder there is a mask texture called cnavyomni_p.dds

This is the mask used to apply the cammo pattern, the red files in that same folder have the shader information needed to apply it to the each of the ship textures.


Thanks for the direction.

Looks like my tools (Maya & Ps) does not seem to enjoy opening that .dds file .. even with installed plugins. Converting the texture to image file gives quite crappy resolution to work with.

That means i ended up with "Close but no cigar" -results. Hand picking the correct values from .red -file turns this from fun to work.

...next up those damn shaders and bump maps...

Wild Rho
Amarr
Silent Core
Posted - 2011.01.13 19:24:00 - [943]
 

You can try using GIMP with the dds plugin to convert the images from DDS to another format, it seems to work well enough.

Guindel Angeline
Posted - 2011.01.18 14:28:00 - [944]
 

Hello All,

Following a post I saw here I decided to try my hand at papercraft.
I used triexporter, GIMP and pepakura.
Last year I did a pod as my first project.
Pod link to deviant art...
Then for X-mass 2010, I decided to do a Thorax for my dad.
The Thorax model is 61 cm in lengh and has lights for all those tiny windows...
I think it looks awesome with the lights on (it contains 12 LED).
Thorax link in DA...

Guindel

Serious Masta
Posted - 2011.01.19 10:30:00 - [945]
 

Originally by: Guindel Angeline
Hello All,

Following a post I saw here I decided to try my hand at papercraft.
I used triexporter, GIMP and pepakura.
Last year I did a pod as my first project.
Pod link to deviant art...
Then for X-mass 2010, I decided to do a Thorax for my dad.
The Thorax model is 61 cm in lengh and has lights for all those tiny windows...
I think it looks awesome with the lights on (it contains 12 LED).
Thorax link in DA...

Guindel


wow, thats AWESOME!
great work :)

DarkXBlaze
Caldari
Storm Bringers
Posted - 2011.01.20 05:02:00 - [946]
 

Can someone Get me 4 shot of a Charon Render?
I Will pay 15m isk in-game if someone can get my a fully render Charon.
If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well)
i need a front right side with a downward angle
also front left side with a downward angle
and front right with an upward angle
and front left with an upward angle.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.01.20 11:09:00 - [947]
 

TriExporter .NET

u need install Framework 4.0 and
XNA 4.0 redist to run

to open model dblclick on ship/gate/station red file it should open model with random background
how it works(movie on youtube)
source code

have fun :)

ps. there is no option to export yet



Serious Masta
Posted - 2011.01.20 14:25:00 - [948]
 

Originally by: Selvin
TriExporter .NET

u need install Framework 4.0 and
XNA 4.0 redist to run

to open model dblclick on ship/gate/station red file it should open model with random background
how it works(movie on youtube)
source code

have fun :)

ps. there is no option to export yet



wohoo! you released it :)

for all who get an error on startup:
edit the TriExporterNET.exe.config file and set your eve folder propperly.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.01.20 14:42:00 - [949]
 

thnx Masta

it's still alpha release ... i have no time coz lots of RL work ...

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.20 17:41:00 - [950]
 

Originally by: DarkXBlaze
Can someone Get me 4 shot of a Charon Render?
I Will pay 15m isk in-game if someone can get my a fully render Charon.
If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well)
i need a front right side with a downward angle
also front left side with a downward angle
and front right with an upward angle
and front left with an upward angle.



You have 3ds? I can send you the max/texture files

DarkXBlaze
Caldari
Storm Bringers
Posted - 2011.01.20 18:38:00 - [951]
 

Originally by: Foxgguy2001
Originally by: DarkXBlaze
Can someone Get me 4 shot of a Charon Render?
I Will pay 15m isk in-game if someone can get my a fully render Charon.
If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well)
i need a front right side with a downward angle
also front left side with a downward angle
and front right with an upward angle
and front left with an upward angle.



You have 3ds? I can send you the max/texture files


Autodesk 3ds Max? i can get the trial will that work?

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.21 01:22:00 - [952]
 

Originally by: DarkXBlaze

Autodesk 3ds Max? i can get the trial will that work?


If it comes with vray yeah I think so. I'll post the renders i took shortly here... but if you want to get the trial and give it a whirl yourself I'll post links to the model/textures for download as well.

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.21 02:02:00 - [953]
 

http://foxgguy2001.deviantart.com/art/Caldari-Charon-194264632

The rar contains 6 pre-rendered PNGs with alpha so it should work easily without you having to take time to cut everything out... has the textures and the MAX file should you try to give max a whirl. If you require something simple and different like different accent lights (i used light blue, and gave you a few with a yellow/orange) just let me know.

No charge for this... keep your iskies :D Just link us when you're done Shocked

AlleyKat
Gallente
The Unwanted.
Posted - 2011.01.22 15:01:00 - [954]
 

Originally by: Selvin
TriExporter .NET

u need install Framework 4.0 and
XNA 4.0 redist to run

to open model dblclick on ship/gate/station red file it should open model with random background
how it works(movie on youtube)
source code

have fun :)

ps. there is no option to export yet


Truly awesome work.

Have you noticed the newer models which use the PGS textures are not rendering correctly?

Also, what ideas did you have for the exporting of the files in terms of the format?

AK

DarkXBlaze
Caldari
Storm Bringers
Posted - 2011.01.22 17:09:00 - [955]
 

Here it is.. nothing Special I feel its still lacking something what do you thing?
Please visit your user settings to re-enable images.

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.22 22:26:00 - [956]
 

maybe a station or gate on the lower-left?

Wild Rho
Amarr
Silent Core
Posted - 2011.01.23 10:00:00 - [957]
 

Originally by: DarkXBlaze
Here it is.. nothing Special I feel its still lacking something what do you thing?


It's ok but is a little too bright overall, gives the whole image a very flat look.

Kolatha
Posted - 2011.01.23 13:12:00 - [958]
 

Originally by: Selvin
TriExporter .NET

u need install Framework 4.0 and
XNA 4.0 redist to run

to open model dblclick on ship/gate/station red file it should open model with random background
how it works(movie on youtube)
source code

have fun :)

ps. there is no option to export yet





Very nice, thanks for the hard work you put in to this.

but...

as with the older version, the mesh orientation in incorrect.
Look at something like the incursus (dx9>model>ship>gallente>gf4). In the game the 'lance' is on the right hand side of the ship, in tri-exporter (any version) it is on the left.

The various incarnations of tri-exporter have always rendered, and exported, ship meshes mirrored along the y axis (front to back, as opposed to side to side, you can figure that out by examining the co-ordinates for various mount point in the .red file and comparing it the the hard point locations from in the game).

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.24 01:29:00 - [959]
 

Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...

DarkXBlaze
Caldari
Storm Bringers
Posted - 2011.01.24 06:23:00 - [960]
 

Originally by: Foxgguy2001
Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...


I tryed for you but it looks like someone took a dump on it....eww!
http://i163.photobucket.com/albums/t315/0_rly0/stationdump.jpg
Image changed to a URL per the forum rules - Adida


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